Play for free in your browser - https://screentop.gg/@DrMindermast/DGE
Get it on Tabletop Simulator - https://steamcommunity.com/sharedfiles/filedetails/?id=2875684618
Play for free in your browser - https://screentop.gg/@DrMindermast/DGE
Get it on Tabletop Simulator - https://steamcommunity.com/sharedfiles/filedetails/?id=2875684618
I've never built a physical prototype before, but I spent most of Friday evening printing and cutting out cards, and I'm pretty happy with the outcome:
Yesterday and this afternoon I tested it out with two different groups - 3 players the first time, 4 players the second time (with a fifth joining in mid-game). More fun the second time around, probably because of the larger group and definitely because that group got more into the improv/roleplaying aspect of the game (i.e. spinning wild b.s. explanations for why alcoholic armor will make you a better fighter, or a thundering accordion will help you win the gods' favor).
What I've learned so far is that the core of the game is easy to pick up and works as intended, but the scoring is too fiddly in a way that doesn't match the tone of the game. Mentally juggling "preferred material" and "malfunction material" was more work than I expected. I'm not 100% sure yet what I'm going to do about this, but right now I'm thinking maybe to drop "preferred" and just have the random "malfunction" penalty. If I go more extreme, which is a possibility, I might get rid of scoring altogether, just have players hold onto the cards they won like in similar games, and give materials a different effect like maybe drawing different numbers of cards for the next round (whether you keep them all or choose one and return the rest is still up in the air). Current rule is that you only have 3 Base and 3 Mods, which is definitely constraining when you're trying to figure out how to make that fit a specific request that probably has nothing to do with your items, but that's also where the bs-ing comes in. And that's clearly the strong point of the game. Time for more pondering, and hopefully a better iteration by the time I finish making virtual copies.
Last week I told you about Dwarven Guild of Engineers, and now I've got the first draft of the rules complete and available for reading. Note that that's just the rules, not the cards. Next thing I need to do is refresh myself on how to use Nandeck and then actually make four decks worth of cards, and then I can get everything up on Screentop and TTS. At least I do know what's going in them to begin with (and it should be easy enough to add more if I come up with them).
I needed something to occupy my brain while I was mowing the lawn this morning, and what I wound up was figuring out the first-draft version of the scoring system or one of the games I mentioned back in this post. And with that, it's now developed enough that I can talk about the game in some detail. So, because I don't have enough other projects to juggle, I will now present to you The Dwarven Guild of Engineers.
DGE is a card-matching game sort of like Apples to Apples or Cards Against Humanity, but with a little more meat on the bones. Each round, a "Patron" card is drawn with a request, such as "make my mines more efficient" or "help me to travel underwater." Each player has a hand with a mix of "Base" cards (such as "helmet," "drill," or "flagon") and "Modification" cards (such as "flaming," "photosynthetic," or "with extra cushioning"), and plays one card of each type to make an invention. Once everyone has played their cards, all players vote on which invention best fits the patron's request, with the limit that no player may vote for their own invention. So the invention to help with mining might be a Flaming Drill, or maybe a Steam-Powered Hammer, or a Backpack With Extra Cushioning (though that last one might need the player to explain their reasoning a bit).
Now here's where it gets a little more fiddly. These dwarves can invent all kinds of things, but that doesn't say anything about how well they actually work. To represent this without getting heavy on character stats or anything, each Patron, Base, and Modification card will have a color on it. If either of the cards you play matches the patron's color, you get bonus points, even if you didn't win the vote (although winning the vote is still worth more points, even without matching colors). If both cards have the desired color the bonus increases. However, after voting the group must also roll the Malfunction Die, which will pick a color that gives penalties if it's on either of your cards (again, bigger penalty if both cards have it). If the patron and malfunction colors match, then there is no bonus for patron color and the malfunction penalty gets even worse. Continue until you feel like ending the game, and whoever has the most points wins.
One last wrinkle that I've thought up for this game is "Goblin" cards. This is a resource each player has to mess with the other players and/or the scoring system while everyone is still working on their inventions. I haven't come up with too many of these yet, but the kinds of effects I'm thinking of are things like "force another player to trade one card with you" or "reroll the Malfunction die."
Current status - I've got the basic outline you see here, ideas for about 50 Base cards, 35 Modifications, and 15 Patrons, and a handful of Goblins. I don't know what my target numbers are but I definitely want more cards for each deck, and I need to settle on specifics of how many cards you get and when you draw new ones (seems obvious enough for Base and Mod, but for Goblins I'm really not sure yet).
What the title says - for those who don't prefer Tabletop Simulator, The Grand Expedition is now available on Screentop.gg. If you want to try out the game without downloading anything and without paying for the platform, now's your chance. Although you'll have to grab the manual off of Scribd.
I'm still around, I promise! Just busy with other things the past few weeks, rather than game stuff.
In theory I'm supposed to have been working on getting The Grand Expedition ported over to Screentop.gg, but that's going very slowly while I learn their system. So today I focused instead on Neon Knights, which I haven't touched in a little bit. Had a pretty good day of it too. I was specifically focusing on the chapter which would be "magic items" in a traditional fantasy game. Instead, for NK it's "technomagic," i.e. things that look like '80s sci-fi or cyberpunk but work through a combination of magic and lost technology. These are all lost treasures of a golden age that ended long before the NK time period, and which cannot be recreated at present.
The biggest category, which is what I wrote up today, is cartridges. Yes, like in your old video game console, but a different size so you can plug it into the hilt of your sword if you want to. An item has to have a port for you to plug the cartridge into, but if it does, then the cartridge gives it magical bonuses. And the same cartridge can be plugged into different kinds of items, with the bonus changing depending on the specific item, but keeping with the theme represented by its title.
Earthdawn has a cool system where significant magic items have "key knowledges," bits of significant information about the item (e.g. who created it, what epic battle it was used in, etc), and if a PC learns one of these facts and invests some xp into it they unlock new powers for that item, or upgrade existing powers. I'm doing the same thing here with cartridges. I haven't thought of a good in-game term for it yet ("key knowledge" doesn't feel right, and "unlock" sounds too much like modern software rather than 1980s), but the idea is still there. And it's not just learning facts either - that might be part of it, but you also have to do some sort of action which affects the magic inside the cartridge. Here's the example that I wrote for the rulebook:
A cartridge called "Lightning Arc" would initially let you spend a fate point to invoke the Lightning Arc Aspect. Some possible upgrades, and their requirements, include:
- Three free invokes per day - this requires the cartridge (and the item it is plugged into) to be left in the branches of the iron tree at the peak of Demon’s Worry Mountain
- Another Aspect, called Blinding Flash - this requires the user to speak a particular incantation while holding the cartridge up toward the sun at its highest point
- Once per day, the ability to teleport instantly to any spot the user can see, up to a hundred yards away - this requires the cartridge to be plugged into a specific machine that was used by its creator in the Before times, and which might still be found in the ruins of their factory
So, just like in Earthdawn, upgrading your magic items isn't just a matter of leveling up or spending enough gold, it can be serious adventure fodder itself.
That's where I am for now. I still need to write something about other technomagic items, and I've got a few ideas for that, but I think that what's left will be less than half of the chapter overall.
Made some more changes over the past week, had a playtest today, and both players were clamoring for more at the end. Comments included ...